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Posted (edited)

Hi guys,

 

I would like a unit appears when another unit is destroyed.

 

I don't really understand how to do that !

 

I tried group or unit activate, deactivate, present, dead, alive, nothing is working. That seems not too complicated, but I don't understand what is the logic of the trigger.

 

Or the both untis are present, or only the firts, but when destroyed, the second does'nt appears.

 

Any ideas ?

 

Thank a lot.

Vincent

Edited by vctpil

IAMD Ryzen 9 5900X 12x 3.7 to 4.8Ghz - 32Go DDR4 3600Mhz - GeForce RTX 3080 - Samsung Odyssey G7 QLED - AIMXY

Posted

Create two units. Set one to "Late activation" or set it's start time far in the future. Then in the trigger menu.

 

ONCE-UNIT DEAD:UNIT:Set to the first one-GROUP ACTIVATE: Second group.

Always remember. I don't have a clue what I'm doing

Posted

Thanks for your answer, setting time further solve the problem.

 

Cheers,

IAMD Ryzen 9 5900X 12x 3.7 to 4.8Ghz - 32Go DDR4 3600Mhz - GeForce RTX 3080 - Samsung Odyssey G7 QLED - AIMXY

Posted

vctpil,

For the Group/Unit that you want to Activate, for the first waypoint that you have for it, set the Days field to 2 or higher. The Days field is the far right one where the Start Time is set. If there is no Activation trigger event then that Group/Unit would Activate at the Start Time plus 2 days.

 

But where you do add an activation trigger for that Group/Unit then it will Activate when the trigger event occurs.

 

Wrecking Crew

Visit the Hollo Pointe DCS World server -- an open server with a variety of COOP & H2H missions including Combined Arms. All released missions are available for free download, modification and public hosting, from my Wrecking Crew Projects site.

Posted

Sometimes activating units can cause lag (helicopters especially), therefore another option is at MISSION START random(100) SET AI OFF groupname. You can also make them invisible in the waypoint properties. Then on a trigger set them AI ON and at waypoint 2s properties make them visible again.

 

Obviously the problem with this is that it's possible for the player/client to see these units (unless like me you hide them in the trees initially) even when set to invisible (which is for the AI units only).

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